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  1. 1

    A visual analytics approach to basketball game understanding using image-based tracking and event detection

    Karungaru, S., Tanioka, H.
    Published in International Journal of Computer Science in Sport (2025)
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  2. 2

    Homography based player identification in live sports

    Pandya, Y., Nandy, K., Agarwal, S.
    Published in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR) Workshops (2023)
    “…Modern live sports broadcasts display a wide variety of graphic visualizations identifying key players in a particular play. …”
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  3. 3

    The influence of selected anthropometric parameters on psychomotor abilities among professional Rugby Union players

    Sliz, M., Pasko, W., Dziadek, B., Godek, L., Blizniak, K., Gouveia, E. R., Przednowek, K.
    Published in BMC Sports Science, Medicine and Rehabilitation (2023)
    “…In addition, one of the elements affecting the effectiveness of the player`s game can be the reaction time of the rugby player to the visual stimulus and the ability to read the game and react to the situations on the pitch. …”
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  4. 4

    Data-driven analytics for decision making in game sports

    Seidenschwarz, P. G.
    Published 2021
    “…., of sensor technologies or computer vision technology. However, the data-driven analysis of athletes and team performances is very demanding. …”
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  5. 5

    Sport-specific differences in key performance factors among handball, basketball and table tennis players

    Hornikova, H., Skala, F., Zemkova, E.
    Published in International Journal of Computer Science in Sport (2023)
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  6. 6

    Catch recognition in automated american football training using machine learning

    Hollaus, B., Reiter, B., Volmer, J. C.
    Published in Sensors (2023)
    “…For this purpose, an audio-visual recording system was developed which was integrated into the passing machine. …”
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  7. 7

    Part-based player identification using deep convolutional representation and multi-scale pooling

    Senocak, A., Oh, T.-H., Kim, J., Kweon, I. S.
    Published in IEEE/CVF Conference on Computer Vision and Pattern Recognition (2018)
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  8. 8

    Associative embedding for team discrimination

    Istasse, M., Moreau, J., De Vleeschouwer, C.
    Published in IEEE/CVF Conference on Computer Vision and Pattern Recognition (2019)
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  9. 9

    Interaction classification with key actor detection in multi-person sports videos

    Askari, F., Ramaprasad, R., Clark, J. J., Levine, M. D.
    Published in IEEE/CVF Conference on Computer Vision and Pattern Recognition (2022)
    “…We include a qualitative analysis of the attention mechanism by visualizing the attention weights. Our code is publicly available.…”
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  10. 10

    Tracking of moving athlete from video sequences using flower pollination algorithm

    Ong, P., Chong, T. K., Ong, K. M., Low, E. S.
    Published in The Visual Computer (2022)
    “…The Visual Computer…”
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  11. 11

    Automatic play segmentation of hockey videos

    Pidaparthy, H., Dowling, M. H., Elder, J. H.
    Published in IEEE/CVF Conference on Computer Vision and Pattern Recognition (2021)
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  12. 12

    Trajectory-based handball video understanding

    Hervieu, A., Bouthemy, P., Le Cadre, J. P.
    Published in CIVR '09: Proceedings of the ACM International Conference on Image and Video Retrieval (2009)
    “…The trajectories and their interactions are used to model visual semantics, i.e., the observed activity phases. …”
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  13. 13

    Active player detection in handball scenes based on activity measures

    Pobar, M., Ivasic-Kos, M.
    Published in Sensors (2020)
    “…For tracking, we consider the use of the Hungarian assignment algorithm and the more complex Deep SORT tracker that uses additional visual appearance features to assist the assignment process. …”
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  14. 14

    Proceedings of the 7th International Conference on Sport Sciences Research and Technology Support, September 20-21, 2019, in Vienna, Austria

    J. Vilas-Boas, P. Pezarat-Correia, J. Cabri
    Published 2019
    “…The Conference Technical Program includes oral presentations and poster presentations, organized in four simultaneous tracks: Computer Systems in Sports, Health and Support Technology, Signal Processing in Human Movement and Sport Performance and Support Technology. …”
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  15. 15

    Automatic recognition of sport events from spatio-temporal data: An application for virtual reality-based training in basketball

    Cannavò, A., Calandra, D., Basilicò, G., Lamberti, F.
    Published in Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2019) February 25-27, 2019, in Prague, Czech Republic (2019)
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  16. 16

    Using virtual reality to analyze sports performance

    Bideau, B., Kulpa, R., Vignais, N., Brault, S., Multon, F., Craig, C.
    Published in IEEE Computer Graphics and Applications (2010)
    Subjects: “…visualization…”
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  17. 17

    Advanced methods of data analysis and their application to studying performance in team sports

    Pischedda, G.
    Published in Journal of Human Sport & Exercise (2017)
    “…Association (link-play), 5. Visual analysis.…”
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  18. 18

    Court reconstruction for camera calibration in broadcast basketball videos

    Wen, P. C., Cheng, W. C., Wang, Y. S., Chu, H. K., Tang, N. C., Mark Liao, H. Y.
    Published in IEEE Transactions on visualization and computer graphics (2017)
    “…IEEE Transactions on visualization and computer graphics…”
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  19. 19

    Computerized analysis of visual memory and visual pursuit through Vienna Test System among various sport groups and gender

    Acharya, J.
    Published in Proceedings of the 2016 International Association of Computer Science in Sport (IACSS) Conference (2016)
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  20. 20

    Indices of cognitive function measured in rugby union players using a computer-based test battery

    MacDonald, L. A., Minahan, C. L.
    Published in Journal of Sports Sciences (2016)
    “…The purpose of this study was to investigate the intra- and inter-day reliability of cognitive performance using a computer-based test battery in team-sport athletes. …”
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